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StolenToast
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#1
09-10-2013, 10:57 PM

https://forums.station.sony.com/ps2/inde...me.150281/

Major post by the tech director about the more extreme optimizations that have been planned and will begin execution now.  Figured the sheer size of this warranted a new post.  HELLO 60 FPS!

Quote:Operation: Make Faster Game (OMFG)
Getting Our FPS Higher FPS

Hey folks,

It’s been a while since my last optimization post, so want to make sure you know that we’re going to be posting a lot more often than we have been.

WHY HAVEN’T YOU DONE ALL THIS ALREADY?

We’ve spent the better part of two years with PlanetSide 2 measuring and reviewing the elements of the game which are slow. When we’ve found things we could fix quickly, we did. When we found general optimizations that didn’t have much of a risk to them, we worked on them. But mostly, given that we were a live game since the opening of the PS2 Tech Test, we kept our optimizations as “safe” as possible. Optimizing often involves reorganizing code that has already been through rigorous testing, and that means as we move it around we can….Bust something…No matter how hard we try not to. Many optimizations that we found just required far too much “soak time” to be feasible at that stage of the project.

WHY ARE YOU DOING THIS NOW?

PlanetSide 2 has reached the point in its development where we think the core game is THERE. Designers have a vast array of options from here on out to create content, artists have at least a minimum set of tools for creating art, the UI works well and is understandable, we have an actual tutorial (no more “Welcome to the game! *POW*!”), and players around the world are able to find PlanetSide 2 and play it in their native language as available.

We have reached an opportune time, and recognizing this, Smed stepped up and said, “Fix it, now.” We all have wanted to get the time necessary to do some of these bigger changes, and do them right. Smed also recognizes fully that no matter how much work the design department or art department puts into making the game shine, it simply isn’t as fun of an FPS experience at a low frame rate.

With this proclamation, all of our teams have been given the freedom to fix things that take significant time to fix. What you’re going to get at the end of this is a serious, noticeable increase in frame rate, PLUS some ancillary benefits that are capable as a result of some of these architectural advances. Every single member of the team, no joke, is actively looking for and implementing ways to make the game faster so we can deliver a better gameplay experience to you.

ALRIGHT ENOUGH APPETIZER, GIMME SOME MEAT!

I’m going to introduce you to some fairly technical terms. If you’re Vanu, you can skip this disclaimer and you probably know it all anyway. TR, if you don’t understand something ask your C.O. If you still don’t understand, you’re probably a Heavy…don’t worry about it… If you’re an NC, all this is probably just some plot by the man to keep you down. Just read it anyway.

Physics
---------
This game has physics scenes that are unrivaled in their complexity. While a normal game may have upwards of a hundred different shapes bouncing around and solving for their collision, we sometimes have scenes with over a thousand shapes, or more! Those huge tank battles really do a number on the physics solver!

So OMFG will see us spending significant time restructuring the complexity of our physics solved in a way we call “Adaptive Level of Detail.” What this means is that we will be lowering the amount of work the simulator does, based on frame rate and distance to object. Basically, we give the physics simulation less to do by taking things that are a distance away from you and making them simulate less.

“But wait Ryan!”, you say to yourself, which is a funny thing to say to yourself, “Won’t lowering the simulation quality result in a crappy simulation!? I love PlanetSide 2’s awesome physics and would never want to see any harm done to it! PlanetSide 2’s physics are the best ever!” Well, now you’re getting a bit too…Okay…I’ll accept that compliment. To answer your question, though, we simply don’t know.

Some of the things we’re doing are experimental. We have great ideas from some of the best in the biz on how to solve our performance problems, however coding is 60% science and 60% art. Some of the tasks I’m talking to you about today are still in their early stages, and may not make it into the final game as described, or at all!

With Adaptive Level of Detail, we hope to emulate the frames we don’t simulate, “smoothing” out any simulation errors that may occur, but it is going to take a lot of work and caffeine to make it, then even more to determine if it is good enough. As far as effect on frame rate, it won’t have much of one unless you have 4 or less cores, but it will have a HUGE impact on physics “hitches” and anyone with 2-4 cores will see potentially massive increases in frame rate when in a big battle.

Overhead Manager
------------------------
Right now, when you’re in that Big Battle, we spend a lot of time drawing those little triangles (we call them Doritos, but get no product endorsement money…Can you believe that?) above people’s heads. They don’t look like much, but there is a complicated system under the hood to make sure we show them even though their owner may not be visible to you, and don’t show them when we shouldn’t and heck tons of other rules. We’ve seen real improvements from re-factoring that entire system to be more efficient and change only what’s necessary, when necessary. We’re also re-factoring its rendering code so it will be much faster as well.

Player Updates
-------------------
The more players you have around you, the more time your game client spends updating the information about those players. Be it sounds they’re playing, bullets they’re firing, stats that are changing, etc. Your client spends an amount of time per dynamic entity making sure the things that are dynamic get dynamic-ed. In an effort to make this more efficient, we are only going to update a number of them per frame and we are going to be smarter about whether or not they need a full update. In early testing, this has resulted in less than 10% of all dynamic entities actually NEEDING to be updated though right now 100% of them get their update. Needless to say, in large battles this will be nice to have.

Animation Updates
------------------------
PlanetSide 2 has a really robust animation system, with every tech animation buzz word you can think of (except for ragdoll…Yeah…Why isn’t ragdoll done yet? Seriously!?) We animate a lot more stuff than most games out there, through some very complex state networks. For our animation optimizations, we’re looking at ways to process fewer animations per frame and when they do process, have less complexity per process to iterate through while producing the same high quality result. This is tough work done through collaboration between the art and code teams, but we’re confident we will get a good result here.

User Interface
-----------------
Our user interface is incredibly complex. It may look simple (on purpose….It’s actually a heck of a lot MORE work to make something look simple!) but there are many tens of thousands of lines of code running all the time to keep that data fresh. However, now that we’ve had over a year to manage its functionality, we see areas where we can reduce the per-frame overhead and have it to give you the same data, but cost less to do so. We are actively optimizing the minimap and hud to reduce per-frame time to as little as 10% of what it currently is.

Furthermore, we are upgrading our UI middleware to its latest version, which includes optimizations that further decrease the time UI takes to draw.

Also, we are decoupling the part of the UI that manages the data, manages the on-screen movie, and renders the movie into three sections- each of which can run in a different thread. This decoupling also allows us to run each piece at a different rate, so they don’t all have to update every frame.

Occlusion/Visibility
-----------------------
PlanetSide 2 has a huge world. 64 km^2 filled with over a hundred thousand objects and thousands of players per continent! Each combination of mesh (the polygons that make up an object) and texture (the things we paint onto the mesh) has to be individually described in detail to your video card and then rendered. So how do we render hundreds of thousands of things per frame? By NOT doing it! Easy, eh?! Instead we first split the continent up in a whole bunch of ways and then use 10 man-years’ worth of code to determine what subset of those things you can actually see. This is Visibility. We also want to avoid rendering something that is behind something else, be it a “dynamic” object (like a person or bullet, something that changes) or “static” object (something that doesn’t change, like a building or Higby’s opinion). This is Occlusion.

We use a third-party code source called Umbra to do most of our Visibility/Occlusion. As part of OMFG, we are upgrading our Umbra to the latest version, which also requires a significant re-factor of how our visibility pathway works, changing several factors of our core client and tools. This is going to reduce the time spent per-frame on visibility by a sizeable amount, which means that the more complex your scene (like, for example, a base where there are thousands of objects) the more benefit you will get. We are also putting our visibility fully in another thread, so those of you with multicore systems (most of you) will see added benefit, and AMD users will see a pretty significant benefit from the parallelization of visibility operations.

Multithreaded Renderer
------------------------------
Many elements of PlanetSide 2 are already in separate threads, but each of those threads often have to be in lock-step with the main thread and the renderer. So we are taking the part of the renderer that actually talks to DirectX and we’re putting it into its own thread just like the UI renderer. This will give the main thread less to do per-frame, further increasing the frame rate for those with 4 or more cores.

More Instrumentation
---------------------------
We are working on adding even more tuning dials and nobs for ourselves, giving us even more power to see what’s happening in these big battles and where we should tune next.

I’m also excited about our ongoing efforts to create a Benchmark Level. Old-school “run through a rail and compute your frame rate” here. SOE believes in empowering its users like nobody else, and this is another example. We’re going to be giving you the ability to actually measure your frame rate in a static environment so you can, with every patch, have a one-button “How am I doing?” solver. You fly around a scene, while we compute all sorts of metrics on fill rates, object update times, UI times, and hundreds more…Then, at the end, you can see a score,discuss it and WE get that score as well, along with your hardware setup. Being able to have a static scene custom-purposed to find performance problems is HUGE. No more, “Well I got X frame rate at a bar in Indar on a Tuesday while it was raining.” Now you’ll be able to say, “Last week I got a score of 8300, but this week IT’S OVER 9000!!!!”

IN CLOSING

We’re going to keep talking about what we’re doing and why we’re doing it. These optimizations DO improve everyone’s life, not just the low-end machines. They are significant increases in performance that will change your gameplay for the better.


You are a part of this. Questions welcome.

Ryan Elam - Tech Director PS2


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(This post was last modified: 09-10-2013, 10:58 PM by StolenToast.)
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FlyingMongoose
Uninstalling


Posts: 2,633
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#2
09-11-2013, 11:20 AM

So they're working in more occlusion or better occlusion optimization?

Because if it's MORE occlusion we'll see more warping and popping and people appearing from around corners.


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Elder
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#3
09-11-2013, 12:43 PM

Quote:PlanetSide 2 has reached the point in its development where we think the core game is THERE.

Where?

Quote:We have reached an opportune time, and recognizing this, Smed stepped up and said, “Fix it, now.”

They should not need to be told this shit
Also Strikers need fixing do that instead



(06-15-2014, 03:27 PM)negate link Wrote:Hah elder you would be ramming it into Dtrains ass.
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FlyingMongoose
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#4
09-11-2013, 03:18 PM

(09-11-2013, 12:43 PM)Elder link Wrote:
Quote:PlanetSide 2 has reached the point in its development where we think the core game is THERE.

Where?

Quote:We have reached an opportune time, and recognizing this, Smed stepped up and said, “Fix it, now.”

They should not need to be told this shit
Also Strikers need fixing do that instead

You mean they need to remove strikers? (Because I think that's what you mean... and what should be done)


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Goffin
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#5
09-11-2013, 04:11 PM

;D


Ball punching for Teh Win!                        
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Incoming!!!
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(This post was last modified: 09-11-2013, 05:04 PM by Goffin.)
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Elder
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Posts: 1,447
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#6
09-11-2013, 06:26 PM

(09-11-2013, 03:18 PM)FlyingMongoose link Wrote: [quote author=Elder link=topic=7095.msg271433#msg271433 date=1378921428]
Quote:PlanetSide 2 has reached the point in its development where we think the core game is THERE.

Where?

Quote:We have reached an opportune time, and recognizing this, Smed stepped up and said, “Fix it, now.”

They should not need to be told this shit
Also Strikers need fixing do that instead

You mean they need to remove strikers? (Because I think that's what you mean... and what should be done)
[/quote]

well when it takes 2 experienced mag drivers a great deal of coordination and timing to IR smoke away from strikers and then sometimes still get hit after using smoke and moving.
Then yes definitely yes.

I would be ok with them adding a mechanic to the game like that in BF3 so your lock on still has a small percent chance to proceed after a target even after smoke/flares.
For normal launchers around 3-4% for, strikers 0% or they turn around and kill the user because mass strikers deserve no less than a swift kick in the nuts for every time they fire it

These numbers reflect the amount of skill needed to use these respective weapons



(06-15-2014, 03:27 PM)negate link Wrote:Hah elder you would be ramming it into Dtrains ass.
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StolenToast
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#7
09-11-2013, 09:27 PM

(09-11-2013, 06:26 PM)Elder link Wrote: [quote author=FlyingMongoose link=topic=7095.msg271436#msg271436 date=1378930732]
[quote author=Elder link=topic=7095.msg271433#msg271433 date=1378921428]
Quote:PlanetSide 2 has reached the point in its development where we think the core game is THERE.

Where?

Quote:We have reached an opportune time, and recognizing this, Smed stepped up and said, “Fix it, now.”

They should not need to be told this shit
Also Strikers need fixing do that instead

You mean they need to remove strikers? (Because I think that's what you mean... and what should be done)
[/quote]

well when it takes 2 experienced mag drivers a great deal of coordination and timing to IR smoke away from strikers and then sometimes still get hit after using smoke and moving.
Then yes definitely yes.

I would be ok with them adding a mechanic to the game like that in BF3 so your lock on still has a small percent chance to proceed after a target even after smoke/flares.
For normal launchers around 3-4% for, strikers 0% or they turn around and kill the user because mass strikers deserve no less than a swift kick in the nuts for every time they fire it

These numbers reflect the amount of skill needed to use these respective weapons
[/quote]So much negativity  :o


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Duck, Duck, Goose
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#8
09-11-2013, 10:49 PM

Cooooooooooool, optimization!
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Versus
My fursona is a blops attack dog


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#9
09-11-2013, 10:53 PM

a new era of the difference in large battles between 30 fps on max settings and 35 on minimum



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Didzo
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#10
09-11-2013, 11:21 PM

(09-11-2013, 10:53 PM)versus link Wrote: a new era of the difference in large battles between 30 fps on max settings and 35 on minimum

Now that's some optimism.

---------

I read this entire thing as: we have to run the game on a PS4 now, so here's a bunch of bullshit to justify us doing shit that should have been done before the game was released.


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StolenToast
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#11
09-11-2013, 11:43 PM

(09-11-2013, 11:21 PM)Didzo link Wrote: [quote author=versus link=topic=7095.msg271450#msg271450 date=1378958011]
a new era of the difference in large battles between 30 fps on max settings and 35 on minimum

Now that's some optimism.

---------

I read this entire thing as: we have to run the game on a PS4 now, so here's a bunch of bullshit to justify us doing shit that should have been done before the game was released.
[/quote]No seriously now, why do you all have to be so negative?  I don't care what the game was in the past or what we in our infinite and unerring knowledge know it SHOULD have been, I'm just looking forward to some optimization. 

Can we at least consider the possibility that they ARE going to fix the game?  I love the game, shitstains and all!  If I get 5 more frames from the next update then damn, that's 5 more frames than I had.  I know you don't believe anything he says but he does mention why they haven't done these things already, especially before launch, and why they are only now getting around to it.

I believe in codeForge Dent...


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Duck, Duck, Goose
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#12
09-12-2013, 06:32 AM

(09-11-2013, 11:43 PM)StolenToast link Wrote: No seriously now, why do you all have to be so negative?  I don't care what the game was in the past or what we in our infinite and unerring knowledge know it SHOULD have been, I'm just looking forward to some optimization. 
Honestly, I may be able to run the game on high after this. Which is awesome, because the game is beautiful, even on medium/low settings.
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Versus
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Posts: 10,103
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#13
09-12-2013, 07:22 AM

if they do fix the game, great, but my chances of playing the game at all severely, severely diminish when your average console port gets constant 60+ fps at max or near max settings, while this fails to maintain 60, 50, or even 40 in situations where it's most important, in a genre where framerate is critical



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Goffin
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Posts: 571
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#14
09-12-2013, 08:02 AM

(09-11-2013, 11:43 PM)StolenToast link Wrote: [quote author=Didzo link=topic=7095.msg271451#msg271451 date=1378959719]
[quote author=versus link=topic=7095.msg271450#msg271450 date=1378958011]
a new era of the difference in large battles between 30 fps on max settings and 35 on minimum

Now that's some optimism.

---------

I read this entire thing as: we have to run the game on a PS4 now, so here's a bunch of bullshit to justify us doing shit that should have been done before the game was released.
[/quote]No seriously now, why do you all have to be so negative?  [/quote]

I wonder... hmmmmmmmm


Ball punching for Teh Win!                        
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Incoming!!!
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CaffeinePowered
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Posts: 12,998
Joined: Mar 2008
#15
09-12-2013, 09:32 AM

(09-12-2013, 08:02 AM)Goffin link Wrote: [quote author=StolenToast link=topic=7095.msg271452#msg271452 date=1378961001]
[quote author=Didzo link=topic=7095.msg271451#msg271451 date=1378959719]
[quote author=versus link=topic=7095.msg271450#msg271450 date=1378958011]
a new era of the difference in large battles between 30 fps on max settings and 35 on minimum

Now that's some optimism.

---------

I read this entire thing as: we have to run the game on a PS4 now, so here's a bunch of bullshit to justify us doing shit that should have been done before the game was released.

[/quote]No seriously now, why do you all have to be so negative?  [/quote]

I wonder... hmmmmmmmm
[/quote]

Continual fuck-ups when we know what the real deal is...and the lack of the lock on fixes...which should have been in much earlier.


For all their "openness and honesty" there's still a lot they wont say or at least won't admit to, like Higby saying 'we'll never do lattice' and low and behold a few months later we get the lattice.


I'd bet good money the optimization is largely driven by a PS4 launch, and they're reluctant to issue more balance patches like the striker as pushing more money making things appear to take priority, more helmets and NS guns before we push Hossin out. Not to mention rebalancing PAID weapons has the potential to piss off a lot of people, if I pay money or cert into a weapon thats a big investment, having it nerfed right after I get it leaves a very sour taste in a players mouth.

I might be overstating things, different people working on different things, I doubt the helmet artist could really do much about optimization. And maybe the lock on changes are harder to code than we think...


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Surf314
Seriously, this week I'll play PS
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Posts: 12,078
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#16
09-12-2013, 10:44 AM

(09-12-2013, 09:32 AM)Caffeine link Wrote: [quote author=Goffin link=topic=7095.msg271456#msg271456 date=1378990928]
[quote author=StolenToast link=topic=7095.msg271452#msg271452 date=1378961001]
[quote author=Didzo link=topic=7095.msg271451#msg271451 date=1378959719]
[quote author=versus link=topic=7095.msg271450#msg271450 date=1378958011]
a new era of the difference in large battles between 30 fps on max settings and 35 on minimum

Now that's some optimism.

---------

I read this entire thing as: we have to run the game on a PS4 now, so here's a bunch of bullshit to justify us doing shit that should have been done before the game was released.

[/quote]No seriously now, why do you all have to be so negative?  [/quote]

I wonder... hmmmmmmmm
[/quote]

Continual fuck-ups when we know what the real deal is...and the lack of the lock on fixes...which should have been in much earlier.


For all their "openness and honesty" there's still a lot they wont say or at least won't admit to, like Higby saying 'we'll never do lattice' and low and behold a few months later we get the lattice.


I'd bet good money the optimization is largely driven by a PS4 launch, and they're reluctant to issue more balance patches like the striker as pushing more money making things appear to take priority, more helmets and NS guns before we push Hossin out. Not to mention rebalancing PAID weapons has the potential to piss off a lot of people, if I pay money or cert into a weapon thats a big investment, having it nerfed right after I get it leaves a very sour taste in a players mouth.

I might be overstating things, different people working on different things, I doubt the helmet artist could really do much about optimization. And maybe the lock on changes are harder to code than we think...
[/quote]

I think if they are open about their rebalancing methods and goals people won't be able to complain much. I mean I know a lot of people are leaving league of legends because they are in a habit of releasing OP heroes and then nerfing them after the wave of people buying them ends. You can't have your cake and eat it too here, either you have a balanced game and deal with shit getting nerfed or you have a pay to win game that dies because it is actually shit to play.


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Eschatos
Jack Thompson Fan Club Member


Posts: 4,447
Joined: Mar 2008
#17
09-12-2013, 12:12 PM

(09-12-2013, 10:44 AM)Surf314 link Wrote: [quote author=Caffeine link=topic=7095.msg271457#msg271457 date=1378996326]
[quote author=Goffin link=topic=7095.msg271456#msg271456 date=1378990928]
[quote author=StolenToast link=topic=7095.msg271452#msg271452 date=1378961001]
[quote author=Didzo link=topic=7095.msg271451#msg271451 date=1378959719]
[quote author=versus link=topic=7095.msg271450#msg271450 date=1378958011]
a new era of the difference in large battles between 30 fps on max settings and 35 on minimum

Now that's some optimism.

---------

I read this entire thing as: we have to run the game on a PS4 now, so here's a bunch of bullshit to justify us doing shit that should have been done before the game was released.

[/quote]No seriously now, why do you all have to be so negative?  [/quote]

I wonder... hmmmmmmmm
[/quote]

Continual fuck-ups when we know what the real deal is...and the lack of the lock on fixes...which should have been in much earlier.


For all their "openness and honesty" there's still a lot they wont say or at least won't admit to, like Higby saying 'we'll never do lattice' and low and behold a few months later we get the lattice.


I'd bet good money the optimization is largely driven by a PS4 launch, and they're reluctant to issue more balance patches like the striker as pushing more money making things appear to take priority, more helmets and NS guns before we push Hossin out. Not to mention rebalancing PAID weapons has the potential to piss off a lot of people, if I pay money or cert into a weapon thats a big investment, having it nerfed right after I get it leaves a very sour taste in a players mouth.

I might be overstating things, different people working on different things, I doubt the helmet artist could really do much about optimization. And maybe the lock on changes are harder to code than we think...
[/quote]

I think if they are open about their rebalancing methods and goals people won't be able to complain much. I mean I know a lot of people are leaving league of legends because they are in a habit of releasing OP heroes and then nerfing them after the wave of people buying them ends. You can't have your cake and eat it too here, either you have a balanced game and deal with shit getting nerfed or you have a pay to win game that dies because it is actually shit to play.
[/quote]

Right, they need to deal with the problem now. That, or guarantee a shitstorm of epic proportions when it releases on PS4, lots of people buy the striker, and then it's nerfed.



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Elder
BRB, Posting


Posts: 1,447
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#18
09-12-2013, 02:03 PM

(09-12-2013, 12:12 PM)Eschatos link Wrote: [quote author=Surf314 link=topic=7095.msg271458#msg271458 date=1379000662]
[quote author=Caffeine link=topic=7095.msg271457#msg271457 date=1378996326]
[quote author=Goffin link=topic=7095.msg271456#msg271456 date=1378990928]
[quote author=StolenToast link=topic=7095.msg271452#msg271452 date=1378961001]
[quote author=Didzo link=topic=7095.msg271451#msg271451 date=1378959719]
[quote author=versus link=topic=7095.msg271450#msg271450 date=1378958011]
a new era of the difference in large battles between 30 fps on max settings and 35 on minimum

Now that's some optimism.

---------

I read this entire thing as: we have to run the game on a PS4 now, so here's a bunch of bullshit to justify us doing shit that should have been done before the game was released.

[/quote]No seriously now, why do you all have to be so negative?  [/quote]

I wonder... hmmmmmmmm
[/quote]

Continual fuck-ups when we know what the real deal is...and the lack of the lock on fixes...which should have been in much earlier.


For all their "openness and honesty" there's still a lot they wont say or at least won't admit to, like Higby saying 'we'll never do lattice' and low and behold a few months later we get the lattice.


I'd bet good money the optimization is largely driven by a PS4 launch, and they're reluctant to issue more balance patches like the striker as pushing more money making things appear to take priority, more helmets and NS guns before we push Hossin out. Not to mention rebalancing PAID weapons has the potential to piss off a lot of people, if I pay money or cert into a weapon thats a big investment, having it nerfed right after I get it leaves a very sour taste in a players mouth.

I might be overstating things, different people working on different things, I doubt the helmet artist could really do much about optimization. And maybe the lock on changes are harder to code than we think...
[/quote]

I think if they are open about their rebalancing methods and goals people won't be able to complain much. I mean I know a lot of people are leaving league of legends because they are in a habit of releasing OP heroes and then nerfing them after the wave of people buying them ends. You can't have your cake and eat it too here, either you have a balanced game and deal with shit getting nerfed or you have a pay to win game that dies because it is actually shit to play.
[/quote]

Right, they need to deal with the problem now. That, or guarantee a shitstorm of epic proportions when it releases on PS4, lots of people buy the striker, and then it's nerfed.
[/quote]

I wish it was that simple but after fixing the pheonix and lancer and not fixing the striker and it still being broken months later..

Its almost like they are saying play TR because you don't need skill



(06-15-2014, 03:27 PM)negate link Wrote:Hah elder you would be ramming it into Dtrains ass.
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Duck, Duck, Goose
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#19
09-12-2013, 03:30 PM

(09-12-2013, 02:03 PM)Elder link Wrote: Its almost like they are saying play TR because you don't need skill
That's exactly what they're saying. Anyone who plays TR is the scrubbiest of the scrubs.
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[fr31ns]Karrde
The Handy Murse


Posts: 2,655
Joined: May 2008
#20
09-12-2013, 06:24 PM

People who buy/cert into stuff that's OP specifically because they're OP really don't have a leg to stand on.


<+Karrde> welp, time to learn some basic patterning skills
<@Negate> 12121212121212121212
<@Negate> there is a simple pattern
<+Karrde> I changed my mind.  Gonna cosplay as a gay demon from hell and get negate raped instead XD
<+Caffeine`work> Karrde: Gay demon? Why would you need to cosplay just go as yourself
<+FlyingMongoose> Caffeine`work: Karrde would actually have to tone it down some.
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